Collision Channel paradox, exclude one actor from collision response?

You have an Enemy collision channel. You have weapons/shields/etc that the enemies can carry. These items have a Shield collision channel too. You want your Shield and your Enemy channels to collide with each other all except for the one enemy who is wielding that shield. How do I solve this collision channel paradox?

The only way that collision channels would solve this is if I had a collision channel for every type of enemy, which is about to 13 types now. That doesn’t seem like the right idea or the most efficient.

I saw some people mention using “Ignore While Moving” but that still causes issues for me, it effects my enemy when its not moving.